It’s been two weeks since Alan Wake 2, the sequel to Remedy Entertainment’s 2010 cult action-horror game, was released, and I can’t stop thinking about it. Between the introduction of protagonist and FBI profiler Saga Anderson and the mystery-board storytelling mechanics of the game’s Mind Place system (not to mention a forthcoming new game plus feature and DLC slated for next year), I’m obsessed with Remedy Entertainment’s latest game — much in the same way I was with its last new release, 2019’s Control.
That obsession has only grown after puzzling over how the events of Alan Wake 2 might relate to the upcoming Control 2. I’ve even started a new playthrough of the original Control in my search for clues I might have overlooked. The Remedy Connected Universe has me excited for the possibility of intertextual storytelling in video games at a time where I otherwise feel fatigue over multi-franchise crossovers. Whether it’s the MCU, DCU, or Star Wars, I’m just over how labyrinthine most of these fictional interconnected universes have become. I don’t feel that way about the Remedy Connected Universe, though.
Image: Remedy Entertainment/Epic Games Publishing
I think I know why: An interconnected universe on this scale has never really been attempted before in video games. What’s more, Remedy’s games have so far been self-contained enough to be enjoyable as their own experiences. Finally, by virtue of being video games, which are extremely time-intensive and tricky to make, there’s not a new one to play every few months.
Shared-world storytelling, while compelling when done right, is approaching something of a nadir in popular culture. A recent report by Variety about the internal turmoil of Marvel Studios in 2023 paints a picture of a studio that, through a combination of several box-office disappointments and an oversaturation of streaming TV releases, has come to a crossroads in its otherwise unimpeded path of commercial success. There are, as of this writing, 33 films in the Marvel Cinematic Universe and nine streaming series recognized as canon.
Image: Remedy Entertainment/505 Games via Polygon
That’s a lot of “homework” for anyone who wants to stay up to date with the latest Marvel developments. Remedy Entertainment’s shared universe doesn’t suffer from this same level of fatigue-inducing scale — as of this moment, there are only three games (Alan Wake, Control, and Alan Wake 2) to play in order to be caught up with what’s going on (leaving aside the many subtle connections to and Easter eggs from Max Payne, Max Payne 2, and Quantum Break). And for those that really couldn’t give a toss about the interconnected plot threads between Control’s corner of the Remedy Connected Universe and Alan Wake’s, the two series are still distinct enough that you could easily enjoy one or the other on its own merit.
For instance: Did you know that Freya Anderson, the mother of Alan Wake 2 protagonist Saga Anderson and daughter of Old Gods of Asgard member Tor Anderson, was first name-dropped in a collectible FBC document in the AWE DLC for Control, three years before the release of Alan Wake 2? Or that Sheriff Tim Breaker and Jesse Faden, who are played by Shawn Ashmore and Courtney Hope, are implied to be alternate-reality versions of Jack Joyce and Beth Wilder, the protagonists of 2016’s Quantum Break, who are also played by Ashmore and Hope? Probably not. Could this be important to the future of the story of either Control or Alan Wake? Sure, maybe — but only for those who care. The point is to reward those players who like to dive a little deeper in order to draw out those lesser-known connections. Best of all, these kinds of Easter eggs don’t come at the expense of what’s unique or enjoyable about either Control or Alan Wake.
Image: Remedy Entertainment/Epic Games Publishing
Earlier this year, Remedy Entertainment announced its transition to a multi-project studio, with over five games currently in production, including a sequel to Control, a four-player player-versus-environment co-op game set in the world of Control, and a combined remake of Max Payne and Max Payne 2, each roughly scheduled to come out with a year between one another. Even if each of these releases were to be a touchstone in the Remedy Connected Universe going forward, audiences would only need to play one game a year, at most, in order to keep up with the evolving narrative of either Control or Alan Wake.
I totally get the trepidation at the prospect of following yet another shared-universe narrative, especially when there’s no real stated end goal at this early point in the Remedy Connected Universe. Will Saga Anderson cross paths with Jesse Faden at some point in the future? Maybe! Will Quantum Break at some point be retroactively acknowledged as a canon part of this shared fictional universe? Who knows? For now, I’m just along for the ride — and as long as Remedy continues to iterate on its past success, and continues to develop idiosyncratic games with interesting characters and compelling storylines, I’m more than happy to follow the developer down whichever narrative rabbit hole it goes down next.
Persona 5 Tactica is launching in November on every platform imaginable. This means no player will miss out on this stylish tactical adventure. As a spin-off title, P5T is set after the events of Persona 5. We start in the coffee shop until we are thrust into another dimension by some strange phenomena. Soon the Phantom Thieves must figure out what has happened to the world as they know it. What exactly are these fiendish enemies who seem to be attacking them from all corners? And who is the mysterious Elina?
I came to this game as a newbie with no expectations (high or low) about Persona 5 Tactica. I knew I was in for a treat, however, when a John Milton quote flashed up upon loading. “The mind is its own place, and in itself can make a heaven of hell, and a hell of heaven”. Perhaps this is not the basic tactical anime game I thought it would be?
As a noob, I could’ve been confused about the P5T plot and characters but thankfully this wasn’t the case. The initial scenes at the cafe introduce each of the Thieves, giving away clues to their personalities through delightful banter. It becomes clear that this little gang have been through some trying times in the past. They are obviously looking to enjoy some peace and quiet but that peace doesn’t last for long, of course.
Image Credit: SEGA
The first thing that struck me about the general style of Persona 5 Tactica was how bold the graphics are. It is like being transported straight into a comic book. As the game begins it is clear P5T has a smart and engaging script. The conversations can be pretty long at times but they don’t get boring thanks to the camp and dramatic anime styling. If you cannot stand long cutscenes, and want to get straight to the action, then you are given the option to fast forward in the bottom right corner. I honestly recommend not skipping them though as you miss out on the marvelous plot and funny quips. This skip option is particularly useful, however, if you accidentally start a conversation again.
The story itself doesn’t seem to be too entwined with previous games. If it is connected I haven’t felt like I am missing out on any context. Character backstories are linked to past titles but you’re given subtle contextual clues as you play. So there is no urgent need to play any Persona games before starting this one. One great thing about playing P5T is that if you enjoy getting to know the thieves and their abilities then you will almost certainly feel like you want to delve into previous titles. Meeting the original Phantom Thieves of Hearts was a joy. Each of them are distinct with their own personality, skills, and a supernatural power called a ‘persona’ which we learn more of as we play through the early stages.
During a bit of a story set up we see The Phantom Thieves are transported somehow into another world of ‘kingdoms’, taken over by a tyrannical leader. Here we meet the Legionnaires, a group of brainwashed enemies following the orders the main antagonist, Marie. The Phantom Thieves must fight off the mysterious Legionnaires in this new world using their weapons and personas.
I soon realized, after a bit of a fight with the Legionnaires, that these ‘personas’ are kind of like manifestations of each character’s soul. They can use the power within them to fight off the enemy at the cost of their skill points (SP). As I am entirely new to this whole concept it struck me as surprisingly spiritual for a fun tactical game!
The battle gameplay is a lot of fun. You navigate a grid with the three characters at your disposal and use boxes to shield you from attacks as you fire ranged weapons. As mentioned above, personas use up skill points (SP) so they should be used wisely; this is all part of using strategy to your advantage! If you use the right attack to weaken the Legionnaire, you are granted the use of the ‘1 More’ action which gives you an extra strike at the enemy player. One of my favorite features during combat is when you can move your characters into a triangle formation and use the ‘Triple Threat’ move with devastating consequences for the enemy.
The skill tree is not too complicated and uses Game Points (GP) as an upgrade currency. These are earned by completing quests and passing stages with full stars. This basically means that the better you do, the higher ranked skills you can obtain. The best thing is that you can get GP back by swapping skills out if you want to try something else. Each character has their own Game Points to spend on their skill tree so you also don’t have to worry about choosing which one to level up first.
The Phantom Thieves personas are fun to play about with and as you progress you get to discover more of what they can do. It is also useful that members available for your party are introduced slowly, giving you time to learn how to use each one properly. As a strategy noob I am new to the grid-based map and turn-based style battles but found them highly enjoyable. It doesn’t take long to pick it up but that doesn’t mean it is easy! There was one fight where my noob skills would only take me so far and I just couldn’t clear the stage. I was relieved to discover you can switch between difficulties if faced with a tough round of enemies. The devs clearly want you to prioritize fun.
Image Credit: SEGA
Part of the strategy means choosing the best three allies into take into battle through each stage, and equipping them with the best weapons and personas you have. Choosing who to take becomes really important as they each have their own skills. Some prefer close combat while others can use longer range powers. The aim of each stage is to eliminate enemies as quickly as possible to get three stars and the best rewards. If you plan and strategize correctly each battle can be really satisfying. Switching between using a gun or a persona is fun and really adds to the strategy element. I’m not the best strategy gamer but I don’t feel that matters with Persona 5 Tactica. Each early stage is designed to subtly teach you how to play, giving you the opportunity to see how each attack works.
Each stage is interspersed with interactive scenes in the gang’s base. This is where you get to know any new characters and take some time to upgrade weapons and skills. The introduction of each new character is done in a way that isn’t jarring or confusing. When we meet Erina, the leader of another vigilante group, The Rebel Corps, she fits right into our little group. As each character has the same goal of justice and freedom, the group soon feels like they have always worked together. They encourage each other and of course the Phantom Thieves are ready to hep Erina take back what is hers!
The addition of the Velvet Room, where players get to create sub-personas, is another a great break from the action. It is pretty fun to see what new skills you can create, too. At no point does the game feel repetitive or dull, and there is plenty of variety between gameplay and cutscenes.
I’m not going to give much away here about the story because it is best to enjoy it as it unfolds. Let’s just say it is camp, surprising, and so much fun! It is clear Persona 5 Tactica was created for both old and new players alike, and I for one am grateful for that. I look forward to seeing what else the Persona series has to offer.
Persona 5 Tactica
Reviewer: Rowan Jones
Award: Editor’s Choice
Pros
Great for newbies and veteran Persona players alike
Bright, bold, stylish graphics
Fun story with a smart script
Cons
Long cutscenes Repetitive voice lines can become annoying
Release Date
November 15th 2023
Consoles
Xbox One, Xbox Series X/S, Playstation 4/5, Nintendo Switch, PC
Copy provided by Publisher
About the author
Rowan Jones
Rowan is a writer and educator from Devon, U.K. She has been writing about mobile and console games since 2020. Rowan loves puns and dad jokes, and also runs a secret meme page. She has a love/hate relationship with Dead By Daylight and a completely healthy obsession with Fortnite.
The world outside of Hogwarts is huge, so you’ll definitely to get a broom in Hogwarts Legacy.
Although quidditch was banned by Headmaster Black, you can still fly wherever you want. Unfortunately, you don’t start out with a broom when you arrive, but you’ll unlock one fairly early on.
Read on to learn when you get a broom in Hogwarts Legacy, whether there is such a thing as the best broom (spoilers: there is not) and a list of all brooms and where to buy them.
How to get a broom in Hogwarts Legacy
To get a broom in Hogwarts Legacy, you need to complete the main story quest “Flying Class.” If you were to only complete main story line quests, you would find these quests fairly early on — meaning it’s possible to get your first broom in your first few hours of playing.
Hogwarts Legacy brooms list, and is there a ‘best’ broom?
There are a total of 13 brooms in Hogwarts Legacy, and all of them have the same speed. None are faster than the others; the only difference you’ll find between brooms is a matter of appearance. Other than that, there are no differences between brooms in Hogwarts Legacy– meaning there is no one ‘best’ broom.
To see what all of the brooms look like, check out the gallery below. If you’re searching for where you can unlock the brooms and how much those brooms cost, read on to the next section.
Where to buy brooms in Hogwarts Legacy
You can unlock brooms by purchasing them from a vendor or by popping balloons while riding your broom. Some vendors have prerequisite quests that you must complete before purchasing their brooms:
Arn: Complete the side quest “Carted Away” and the main quest “Flight Test”
Leopold Babcocke, Priya Treadwell, Rohan Prakash: Complete the main quest “Flight Test”
Check out the gallery and table below to see how to unlock all of the brooms and how much they cost.
All of the brooms in Hogwarts Legacy
Broom Name
How to unlock
Cost
Broom Name
How to unlock
Cost
Aeromancer
Purchased from Rohan Prakash
3,000 gold galleons
Bright Spark
Pop balloons challenge
Pop 32 sets of balloons
Ember Dash
Purchased at Spintwitches Sporting Needs
600 gold galleons
Family Antique
Purchased from Pryia Treadwell
2,500 gold galleons
Hogwarts House
Purchased at Spintwitches Sporting Needs
600 gold galleons
Lickety Swift
Pop balloons challenge
Pop 7 sets of balloons
Moon Trimmer
Purchased at Spintwitches Sporting Needs
600 gold galleons
Night Dancer
Pop balloons challenge
Pop 2 sets of balloons
Silver Arrow
Purchased from Arn
5,000 gold galleons
Sky Scythe
Purchased from Leopold Babcocke
5,000 gold galleons
Wild Fire
Pop balloons challenge
Pop 17 sets of balloons
Wind Wisp
Purchased at Spintwitches Sporting Needs
600 gold galleons
Yew Weaver
Purchased at Spintwitches Sporting Needs
600 gold galleons
How do I upgrade my broom in Hogwarts Legacy?
After you purchase a broom for the first time, you’ll start a series of side quests given by Albie Weekes atSpintwitches Sporting Needs,which can be found in Hogsmeade. In these side quests, you’ll test your broom upgrades against Imelda Reyes, a Slytherin student,in a series of time trials. To easily beat Imelda’s times, make sure to fly through the golden bubbles as you progress through the race. These bubbles will refill your boost meter and increase your speed for a short period of time.
After you complete the time trials, return to Albie Weekes, and he’ll begin working on the next broom upgrade. You’ll need to complete three time trials to unlock the ability to purchase the three broom upgrades. These upgrades will increase the speed for every broom you own, not just the one that you have equipped. Check out the table below to see when you can upgrade your broom, and how much it costs to upgrade it.
Xbox just announced a new version of one of its most famous gaming peripherals, this time produced in partnership with Warner Bros. to celebrate a forthcoming movie. I’m talking about an Xbox controller made entirely out of chocolate. No, you can’t actually play games with it. Yes, you can eat it, since it’s made out of 100% chocolate. And of course, it’s wrapped in a gold wrapper — a reference to the infamous golden tickets that Charlie and company had to find in order to enter Willy Wonka’s Chocolate Factory. The film, called Wonka, is a prequel to Roald Dahl’s classic Charlie and the Chocolate Factoryandstars Timothée Chalamet as the chocolateer himself.
To win the “(X)box of Chocolates” — or so the Xbox release calls it — fans have to enter a sweepstakes. The terms, unfortunately, require following Xbox on X (formerly called Twitter) and retweeting the tweet announcing the context. It runs from Nov. 13 – Dec. 14. You don’t just win a chocolate controller itself. You also get five other chocolate truffles, each themed to Xbox: Achievement Hunting, Button Masher, Your Citrus Sidekic, Xtra Kick, and Wonka for the Win. You can also potentially win a replica Xbox Series X that similarly appears to be made entirely out of chocolate.
It’s been a year of blockbuster collaborations with really strong branding, and this is especially true for brand names that appeal to kids. Some of these were all-encompassing, like the inescapable number of Barbie branded items, ranging form hair clips to pool floats to inline rollerblades. And, of course, The Super Mario Bros. Movie opened up the opportunity for tons of new toys and game merch.
I don’t know precisely what types of branded merch I expected for Wonka. I assumed, of course, that there would be candy involved — chocolate even, and probably in a golden wrapper. But chocolate in the shape of an Xbox controller? Do we think Chalamet will be a gamer in Willy Wonka? If so, I presume Xbox would be his console of choice.
Major questions have obviously been posed about where GTA VI will take the franchise. While some want the franchise to continue pushing in a modern direction to feel more like a “sequel”, others have been more interested in the prospect of returning to past locations and time periods to be more of a “prequel.” Here are six reasons why we feel that Grand Theft Auto VI should push forward and become a sequel, rather than a prequel.
Prequels Are Playing Themselves Out
Image Source: Rockstar Games
Video game prequels have become so commonplace in today’s gaming industry. In just the past six years, franchises like Assassin’s Creed, Battlefield, Fallout, Pokémon and Red Dead Redemption have jumped backward and released new mainline entries as prequels. While they can turn out good, video game prequels can often feel like unnecessary additions to franchises that should be moving forward.
In the case of Grand Theft Auto, while the games do have an overarching canon, the stories are largely standalone. You don’t need to play one game to play the others in the series, since they always focus on a new cast in a new location. While the franchise constantly features compelling characters, there’s not much of a need to waste the resources you’d allot to a mainline game on a prequel in the current video game climate.
Save the Prequels For the Side Games
Image Source: Rockstar Games
With that said, prequels could absolutely work in the form of side games, as they have before. 2005’s Liberty City Stories and 2006’s Vice City Stories served as prequels to Grand Theft Auto III and Grand Theft Auto: Vice City, respectively. They were compelling titles on the PSP that took minor characters from their respective games and managed to make fleshed-out titles featuring them.
While the games were well-made, they worked on a much smaller scale than their respective home console counterparts. If Rockstar were to adopt the prequel approach, it would be best to do that in the form of a smaller side project. Plus, in this current world of DLC and expansions, a Grand Theft Auto prequel could be released as an expansion to a pre-existing game when the time is right.
What Would a Prequel Do Differently From the Other Games?
Image Source: Rockstar Games
Grand Theft Auto VI is under an enormous amount of pressure, maybe more than almost any upcoming game right now. With how beloved Grand Theft Auto V was, this follow-up will have to find some way to not only live up to its predecessor but continue to innovate on it. It’s hard for any franchise to make it to a sixth mainline entry, but it’s even harder to stay fresh once you reach that vaunted sixth title.
Stepping back in the past would potentially limit the gameplay, as characters would have fewer resources to work with in regard to things like weapons and vehicles. Grand Theft Auto has always thrived off of the sheer amount of content it allows players to utilize to shape their own adventure, but a prequel might limit the power and quantity of resources to mess around with. As a result, with less for players and characters to engage with in the game, the sixth entry may just end up feeling like a big retread of its predecessor if they decide to take the prequel approach.
Rockstar Can Do a More Modern Satire
Image Source: Rockstar Games
Another important thing that Grand Theft Auto is well known for is its societal satirization. While the games often tell very serious stories with fleshed-out characters, they also poke at the sociopolitical climates of their respective time period. That said, as Grand Theft Auto has already taken place over several decades, returning to a previous time period might feel like a desperate attempt to recapture what may feel a bit played out.
A modern Grand Theft Auto game would be something players could relate to, as its satirical take on current-day culture will feel immediately familiar to younger adults getting into the series for the first time. And while GTA V took place in a then-modern setting of 2013, enough time has passed that Rockstar has plenty to satirize now. Thus, a return to an earlier decade may not hit as hard as it did in the past.
A New Setting Would Make Things Feel Fresh
Image Source: Rockstar Games
Early reports – and the aforementioned gameplay leaks – have indicated that Grand Theft Auto VI will be taking a modern-day return to a classic locale, Vice City. Other reports, however, have indicated the game could have multiple locations and may partly take place in South America. This would be a refreshing location that could provide a nice change of pace for the series.
While Grand Theft Auto has succeeded plenty of times with one large open world, it would be a clever switch-up to allow players to travel to multiple different places. It could keep the game feeling fresh across a long playtime by diversifying the level design while also making changes to the gameplay depending on which particular area the player is in. This could be a huge addition to the game that brings it over the top and gives the franchise another generation-defining title.
Clear Up Some Loose Ends
Image Source: Rockstar Games
Since GTA V has had a long reign of success, many players have grown fond of the cast, including the main characters Franklin, Michael, and Travis. So, if GTA 6 follows the sequel route, we could be seeing this chaotic bunch once again to hopefully give us an idea of what happened to them. It wouldn’t be the first time for this to occur, as past Grand Theft Auto characters have been brought back or discussed in various conversations.
The voice actors of the playable characters have also added more fuel to the fire by teasing their returns. During an interview with Ned Luke and Shawn Fonteno, the actors didn’t confirm or deny Franklin and Michael’s comeback, so there’s no telling if and possibly when it could happen.
But what do you think? Should GTA VI try to be a true sequel? Or should Rockstar step back in the time machine and make this game a prequel? Tell us what you think in the comments!
About the author
Matt Anderson
Matt has been a freelance writer at Twinfinite for a year, and he’s been in the games media industry for three years. He typically covers topics related to console news and industry trends for the site, and he has a major interest in first-party console games. Matt also has a Bachelor’s in Screenwriting from The University of the Arts in Philadelphia, is an avid content creator on YouTube and TikTok, and legend has it he once asked Super Smash Bros. Melee to be his Prom date.
A couple of significant things happened in the world of online gaming over the first weekend of November. At its BlizzCon convention in California, Blizzard devoted quite a lot of time to World of Warcraft Classic — the nostalgic, retro version of its 19-year-old massively multiplayer game — and revealed surprisingly ambitious plans for Classic’s future. At the same time, Fortnite’s servers were melting under the load of its biggest day ever, which was all down to the launch of Fortnite OG, a special season bringing back the game’s original map and 2018 gameplay.
All of a sudden, in the proudly impermanent world of online gaming — where change is always good, and if it’s not, never mind, because here comes more change — winding back the clock is big business. It’s a kind of paradox: Because online games are always evolving, a sense of scarcity and intense nostalgia forms around the way they used to be. If you can find a way to bring that feeling back, especially for an audience that’s getting jaded, then you’re on to something.
Blizzard initially seemed reluctant to get on board with a growing movement in WoW’s community that wanted to go back to the way things were in 2004-2005. It squashed unofficial “vanilla” servers and prevaricated over creating an official alternative for years. In a way, it’s understandable: If you have spent many years of effort on (in your eyes) modernizing and improving your game, why would you want to indulge this rose-tinted exercise? Isn’t World of Warcraft just better now?
Of course, that’s a value judgment — but what’s undeniable is that WoW is now extremely different from how it used to be. And that’s exactly what makes Classic a viable and interesting, if slightly old-fashioned, alternative. After Classic arrived in 2019, included in a standard WoW subscription, it became a roaring success, partly because of the strong contrast between it and the two unloved expansions (Battle for Azeroth and Shadowlands) it launched between.
But what’s really fascinating about Classic is where Blizzard is taking it next — because Classic is an online game, and no online game can stand still, even a throwback. It began as a relatively faithful version of the original MMO with smart tweaks: It moved through content patches at an accelerated rate, while locking to a single iteration of game design and balance. Then it bifurcated, with some servers moving forward through classic expansions, while others stayed in the “vanilla” era. This year, it acquired a third track, something completely new that WoW had never had before: a permadeath Hardcore mode, which turned out to be a game-reviving innovation that was quite brilliant in its simplicity.
From its showing at BlizzCon, Blizzard is doubling down on morphing WoW Classic into its own game. The expansion servers are moving on to Cataclysm, which is probably the point at which “classic” becomes a misnomer: Whatever your feelings about this divisive expansion, its sweeping rewrite of the “old world” questing experience is the point at which original WoW died, and is still represented in the game today. Blizzard is going even further than it has before in tweaking and fixing this expansion for Classic, accelerating leveling, adding quality-of-life features, and throwing in new dungeon difficulties and loot.
World of Wacraft Classic’s Season of Discovery seeds the well-explored world of Azeroth with secrets.Image: Blizzard Entertainment
But that isn’t even the headline. Blizzard — drawing inspiration from sister series Diablo, as it did for the Hardcore mode — is also introducing a fourth track to the WoW Classic servers that seasonally remixes the original “vanilla” game. Season of Discovery, which launches on Nov. 30, seeds entirely new content across the original world of Azeroth in the form of Discoveries, which producer Josh Greenfield said at BlizzCon were a way to disrupt the “solved nature” of original WoW and restore a “feeling of adventure and exploration.” It also offers a Rune Engraving system that endows classes with entirely new abilities, even allowing them to switch archetypes (you’ll be able to create a tank Warlock or a healer Mage, to name a couple).
The game is furthermore being broken up into level-banded phases — the initial level cap will be only 25 — and interpolated with all-new endgames, one for each phase. The first of these reworks the classic leveling dungeon Blackfathom Deeps as a 10-player raid, but Blizzard is also teasing adding unfinished or cut content, and even all-new dungeons, to Season of Discovery. It’s not just a new way to think about classic WoW — it’s a new approach to structuring MMOs, borrowing liberally from across the online gaming landscape. It’s pretty exciting.
That Blizzard is going to all this effort shows that WoW Classic is working both for the business and for the WoW community. It also demonstrates that for an online gaming nostalgia mode to succeed in the long term, it needs to evolve away from being an emulation or restoration of a bygone experience, and become a (sort of) fresh game in its own right. (Or, in Classic’s case, four games.)
Tilted Towers has returned in Fortnite OG.Image: Epic Games
Currently, Epic has no plans to keep Fortnite OG going past its current monthlong season, which sprints through six seasons of the game’s Chapter 1 in a matter of weeks instead of months. The branding clearly allows for OG to return and revisit later chapters, but given the enormous surge in interest, Epic would be foolish not to be considering ways to keep some of these new or returning players in the fold permanently.
It’s true that WoW and Fortnite are very different games with, crucially, different business models. Splitting the game’s audience might be more of a worry for Epic than it is for Blizzard, which is presumably happy as long as all those players stay within the one subscription-paying bucket. But WoW has proven that a big online game — especially one with a history — can support a family of sub-communities enjoying different flavors of the same game. Indeed, that might be the healthiest way forward for a game of that sort, certainly one approaching its 20th anniversary.
More importantly, perhaps, what WoW Classic and Fortnite OGdemonstrate is that the history of online games doesn’t have to be consigned to the scrapheap of memory. There’s a genuine hunger from players to turn back the clock, which, when met by an inventive studio that understands what was special about what it created but is willing to take some risks with it, can create something vibrant and sustainable in the long term — a kind of multiverse of paths not taken for your favorite old multiplayer games. What’s next, Vault of Glass in modern Destiny 2? Sign me up.
“Precious Cargo” is the second mission in Modern Warfare 3. Several of the main campaign missions have collectible items and weapons to find. This gear doesn’t carry over between missions, but, once you’ve collected it, you can change your loadout both during the mission and any time you replay it.
Our Modern Warfare 3 guide will show you all of the weapon locations and item locations in “Precious Cargo.”
All ‘Precious Cargo’ weapon and item locations in MW3
There are 21 weapons and items to find in the “Precious Cargo” mission.
1. MTZ-556
Image: Sledgehammer Games/Activision
You’ll find the MTZ-556 assault rifle in the Shadow Company shipping container just east of the starting location.
2. Silenced WSP Swarm
You’ll find the Silenced WSP Swarm SMG in the same shipping container as the MTZ-556 above.
3. Recon Drone
Image: Sledgehammer Games/Activision
Back outside, turn to the right. A little east of the container, you’ll find an open container with the Recon Drone field upgrade inside.
4. Silenced Rival-9
Image: Sledgehammer Games/Activision
Hop onto the boxes just to the right of the Recon Drone’s container. Climb up to find another orange crate with the Silenced Rival-9 SMG inside.
5. Heartbeat Sensor
Image: Sledgehammer Games/Activision
Head back to the first container and turn south to find another Shadow Company container. Inside, you’ll find the Heartbeat Sensor field upgrade.
6. Silenced Expedite 12
Image: Sledgehammer Games/Activision
From the Heartbeat Sensor, head south and take the first left. Turn right immediately and you’ll find the Silenced Expedite 12 shotgun in a crate on the second row of shipping containers.
7. 556 Icarus
Image: Sledgehammer Games/Activision
Head east along the bottom of the map and watch for a small building on your left. Get past the guards and you’ll find the 556 Icarus light machine gun in a crate in the northwest corner.
8. Snapshot Pulse
In the northwest corner of the same room, you’ll find the Snapshot Pulse field upgrade.
9. PILA
Image: Sledgehammer Games/Activision
Back outside, look for a ladder on the south-facing wall. Climb to the roof to find the PILA launcher.
10. Munitions Box
Image: Sledgehammer Games/Activision
Keep heading east across the bottom of the map to reach the tower — where you’ll find the manifest for this mission’s objective. On the ground floor, head into the garage to the southeast to find the Munitions Box field upgrade.
11. RPK
Image: Sledgehammer Games/Activision
Continue up the tower to the third floor. In the room across from the Harbormaster’s Office, you’ll find a crate against the window with the RPK light machine gun inside.
12. Pulemyot 762
Image: Sledgehammer Games/Activision
Inside the Harbormaster’s Office, there’s a hallway leading to the southwest. Head through it to find a crate with the Pulemyot 762 light machine gun.
13. Explosive Victus XMR
Image: Sledgehammer Games/Activision
Continue up the stairs to the roof and take a left to find the Explosive Victus XMR sniper rifle (and a good perch to clear out some baddies).
14. Silenced ISO Hemlock
Image: Sledgehammer Games/Activision
From the roof, look to the northeast and you’ll find another building standing on its own. The Silenced ISO Hemlock assault rifle is in the crate inside.
15. Signal 50
Image: Sledgehammer Games/Activision
From that building start working back to the west. A little to the north, you’ll pass by one of the automated gantries. Climb up it to the catwalk on the northern side (not quite the very top of the gantry) to find the Signal 50 sniper rifle.
16. Hybrid STB 556
Image: Sledgehammer Games/Activision
Drop off the gantry heading southwest and you’ll find another small building. Head to the room on the north side to find the Hybrid STB 556 assault rifle.
17. BAS-B
Image: Sledgehammer Games/Activision
Exit the building and climb onto the shipping containers heading west. You’ll find the BAS-B in an orange crate on the top of the northern edge of the stacks of shipping containers.
18. GS Magna
Image: Sledgehammer Games/Activision
Continue along the tops of the shipping container heading west. Just before you reach the edge of the map, look for a small open area on the ground. You’ll find the GS Magna handgun in a small orange crate.
19. Incendiary Bryson 800
Image: Sledgehammer Games/Activision
When you first board the ship, cut to the north (port) side as you work forward. Stay on the deck level and take the first door on the left that you come to. You’ll find the Incendiary Bryson 800 shotgun in a small room there.
20. RGL-80
Image: Sledgehammer Games/Activision
Keep heading east toward the bridge. When you enter, take the first door on the left to find a crate with the RGL-80 launcher inside.
21. KVD Enforcer
Image: Sledgehammer Games/Activision
A little further into the ship, you’ll find the Control Room with the GPS trackers on a long table. Go through the first door on the left to find the KVD Enforcer sniper rifle.
Though Modern Warfare 3 formally launches on Nov. 10, multiplayer and Zombies will start to roll out at various times starting on Nov. 9, depending on your region and platform. Here’s when you’ll see Modern Warfare 3 release in your time zone, and what to expect from the full Modern Warfare 3 release.
When does MW3 multiplayer and Zombies release on PC?
Image: Activision
Modern Warfare 3 releases at 9 p.m. PST on Thursday, Nov. 9, on Windows PC according to an Activision blog post. Here’s when Modern Warfare 3 multiplayer and Zombies launches in your timezone:
9 p.m. PST on Nov. 9 for the West Coast of North America
12 a.m. EST on Nov. 10 for the East Coast of North America
5 a.m. GMT on Nov. 10 for the U.K.
6 a.m. CEST on Nov. 10 for west mainland Europe
2 p.m. JST on Nov. 10 for Japan
Modern Warfare 3 is playable on Steam and Battle.net, but not the Epic Games Store.
When does MW3 multiplayer and Zombies release on PlayStation and Xbox?
On consoles, Modern Warfare 3 rolls out on regional basis, starting at midnight on Nov. 10 in New Zealand (3 a.m. PST on Nov. 9). According to an Activision blog post, Modern Warfare 3 will “fully live worldwide” on PlayStation and Xbox by 10 p.m. PST on Thursday, Nov. 9. Here’s when Modern Warfare 3 multiplayer and Zombies will be live by in your timezone:
10 p.m. PST on Nov. 9 for the West Coast of North America
1 a.m. EST on Nov. 10 for the East Coast of North America
6 a.m. GMT on Nov. 10 for the U.K.
7 a.m. CEST on Nov. 10 for west mainland Europe
3 p.m. JST on Nov. 10 for Japan
Modern Warfare 3 is cross-gen, and will be playable on PlayStation 4, PlayStation 5, Xbox One, and Xbox Series X/S. Despite recent approval for Microsoft’s acquisition of Activision, which publishes Call of Duty: Modern Warfare 3, the shooter will not launch day one on Game Pass.
When Modern Warfare 3 goes live globally on Nov. 10, here’s some of what you can expect:
Across both the standard multiplayer and the Zombies mode, the Modern Warfare 3 pre-reason allows you to progress through 55 levels of Military Ranks, unlocking new loadout items along the way.
You’ll be able to complete daily and weekly challenges, in addition to challenges related to weapons, operators, calling cards, and the armory.
If you picked up the premium Vault Edition of Modern Warfare 3, you’ll get access to your Nemesis Operator skins and FATE weapon vaults.
Image: Activision
Completing all 15 missions of Modern Warfare 3 campaign will grant you various rewards for use in multiplayer, including four operators, four calling cards, and one weapon blueprint. You can see some in the graphic above, but Activision has all of the details here.
Modern Warfare 3 season 1 will start at an unspecified date in early December, and will introduce three new core 6v6 maps plus integration with Call of Duty: Warzone.
After nearly three years in development, Outerloop Games and Annapurna Interactive’s Thirsty Suitors was released on Nov. 2. From the beginning, the Outerloop Games team knew a few things: They wanted to make a game about relationships, and they wanted it to reflect the lived experience of its developers in telling an immigrant story. So much of the game was built out from there to create the wholly unique, genre-bending Thirsty Suitors — a game that blends its story up with cooking games, turn-based battles, and skateboarding.
What you get is a video game that goes beyond its individual labels. In the lead-up to Thirsty Suitors’ Nov. 2 release date, Polygon spoke to Outerloop Games co-founder/Thirsty Suitors director Chandana Ekanayake and narrative designer Meghna Jayanth about the complex, “more is more” game that explores both trauma and joy while player-character Jala kickflips her way through her hometown.
Image: Outerloop Games/Annapurna Interactive
[Ed. note: This story has been edited for length and clarity.]
Polygon: Thirsty Suitors is so many different things — turn-based fighting, cooking, romance. It’s an immigrant story, a skateboarding game. How did you pull all these elements together?
Chandana Ekanayake: Where do I start? It starts with the theme and the stories we wanted to tell, and everything else stemmed from there. We wanted to do an immigrant story, because a lot of the folks on the team are — it’s a fully remote team made a lot of immigrants.
That’s where we started. And then we knew we wanted to do a game about relationships. The battle system came out of that, like, how do we balance this argument personified into this battle, plus the writing, the dialogue back-and-forth. So from that, the story came through, throughout just a lot of iteration. Then we added the cooking — it was always gonna be a big part of it, because culturally it’s significant to be able to talk through things while cooking. And then skating was just something that made sense after — I don’t know, it just came about.
Meghna Jayanth: I think skating began as a loading screen. There’s so much creativity on the team; it was really just a loading screen that people loved. And then we built it. Working as the narrative designer, week after week, I would come back and be like, Oh, it’s been two weeks. I haven’t checked in on this. Oh, we’re making a minigame. There’s a little bit of exuberance and creativity on the team.
I think we pulled all of that in. Eka loves to call this a “baby Yakuza,” which I really love as a description. There’s really a sense of joyful abundance, like we’re presenting you with all of these delightful things to do, but hopefully it has some focus as well.
With regard to skateboarding, it comes into the story as well. It’s the same with cooking. Did those parts grow throughout production? Or was it intended to be like that from the start?
Ekanayake: It grew through production, but we also knew the narrative was the focus of the game. We wanted all these — and this is where the “baby Yakuza” comparison is — disparate game mechanics to weave in and out through the narrative. That came through iteration.
The skate park became how Jala and Tyler bond, by doing her a bunch of these favors and trying to figure out what’s going on in the skate park. Cooking was also a way to bond with your parents and figure things out, because Jala hadn’t talked to them in years. You probably noticed that the stuff you cook at home, while there are great emotional beats, it also means you can use in battle too, as items.
Jayanth: A lot of it comes down to the fact that we were able to work on this for about three years. We had an opportunity to figure out what the heart of the story was, what those themes were, and then play around with the narrative and mechanics and really iterate and have the time for that to develop. Big story ideas could change until eight, nine months before we shipped. We edited and significantly changed almost all the content in the game just before we went into voice recording. It’s an amazing opportunity to be able to develop ideas in that way, which you don’t often get given the production cycles of the games industry.
Ekanayake: That was intentional because we knew the game was going to be so different. We needed time to figure it out. There’s 19 actors for 21 speaking characters in the game. Once we cast, Meghna was like, Oh, I’m going to write to this actor now because of how they deliver the lines. That was unexpected, different from what we actually envisioned on paper. It was a really fun process.
Jayanth: We actually did a lot of rewriting on the fly in the sessions, too. It’s nice to be in those, because there’s a lot of very specific cultural context. Even the actors, we were really deliberate about making sure the actors matched the backgrounds of our characters. Even within that, there’s so much you could pick from someone. I’m from Bengaluru down south, and you could go down the street and meet somebody with a completely different sort of context.
We did seven weeks of VO straight. We had a brief break in the middle so we could go outside.
Image: Outerloop Games/Annapurna Interactive
Ekanayake: It’s fully remote, right? The team is spread across seven cities, four continents. We have folks in LA in the studio, folks in Vancouver and New York and Toronto. It was a really fun process. The biggest dramatic thing was our lead, who played Jala, Farah Merani, was very pregnant. It was a running clock to finish. She has, like, a third of the lines in the whole game. So her bag was packed in LA at the studio, ready to go. We finished and a week later she gave birth. It was that close
Jayanth: We wrapped on a Thursday or Friday, and the following Tuesday, she was giving birth, which is amazing. We did have a little bit of a backup plan, which I’m so glad we didn’t have to institute, where maybe Aruni [a fantasy version of Jala’s sister, who is Jala’s inner voice] takes over Jala if we don’t get through those lines.
Since we’re talking about production, let’s talk about what it was like for you to work on this game. You’ve both talked about how having a good, healthy production is important — to have people who are taken care of and treated well. Why is that important to you?
Ekanayake: Mostly because we’ve had the opposite experience. This is my 25th year in games. I’ve worked on a lot of projects — bigger teams, smaller teams.
Part of starting the studio fully remote six, almost seven, years ago was part of that, to be able to work-life balance a little better. We’re made up of a third brand-new folks who’ve never worked on games, a third somewhere in between, and then the rest are olds, like myself. We wanted to have a variety of experience and also get folks that have never worked on games some experience as well, because I think that’s important.
That’s the great thing we can do remotely; people don’t have to move their whole lives for a job. We finished the game in almost three and a half years. The last two and half years have been fully four days a week. We started this during the pandemic, so people are going through all sorts of things, and we didn’t want the work to be another thing that was weighing on folks, while going through some hard times and trying to make the schedule work. The great thing is we control how big the game is. There’s no need to make it a certain size, which allowed us to have a flexible schedule. So people aren’t burnt out at the end of it.
Jayanth: I’m not a manager, but it’s just been really wonderful to work with a team where all these production processes really work. We hit all of our internal deadlines, which is wild to me. I’m not sure that has ever happened.
Ekanayake: We did extend the game a little bit just to try to figure out a launch window, which is so hard this year.
Jayanth: We kind of built this game a little bit as a sense of refuge for us, particularly for marginalized folks and queer folks. It felt really important that we were doing that during the pandemic as well. Getting to work on this colorful, joyful world was a really nice escape for I think a lot of us on the team from what was going on outside. I think it’s really important to be able to do that while not burning yourself out. I do think that it’s a really important model in the industry, that there are alternative ways that we can do these things. We don’t want to be making these supposedly joyful games but burning people out and destroying them in the back end. At the end of the day, it is just a video game. I know we’re out here to sell this game and we want people to play it, and we’re really proud of it, but it is just a video game at the end of the day. And I think keeping that perspective is super important.
Meghna, I know you’ve spoken a lot about capitalism and colonialism in games. Does Thirsty Suitors subvert that tendency of the games industry? It sounds like that influence goes beyond the game, but in studio practices as well. But in-game, all of the different layers of community building really stood out to me.
Jayanth: What we really wanted to do with it was just kind of create a bit of a balance. I think you want a certain amount of familiarity and familiar mechanics, especially when you’re innovating on content and themes. I talked about this at my talk at NYU just last week, as well. In some ways, I feel like maybe the most radical thing that we are doing here is allowing the protagonist to inhabit this queer brown woman joyfully. It’s a sad thing that that’s still deeply unusual in the industry, but I do think that really pushes back against the narrative of who’s playing games, and also whose humanity is interesting to play, and what kind of fantasies — to open up the space for the different kinds of power fantasies that we can explore in games.
I keep joking with my friends, whenever I’m explaining this to non-gamers, I’m like, “All right, the power fantasy of Thirsty Suitors is you get to speak up to your parents, tell them how you feel, and they listen and learn and grow. And the final boss is your maternal grandmother!” It’s about the fantasy of breaking cycles of generational trauma, which is very real, very human. And, yes, they’re very specific, but I think these are all really universal ideas.
One of the things that actually we probably haven’t talked about that much that we did want to include is that this game was sort of set in the ’90s and Jala is in her mid-20s. She has a bit of a millennial vibe, because, I guess, we are — but we really wanted to have that idea of, she’s speaking up to her parents and the older generation, but also kind of being challenged on some of her bullshit by the kids at the skate park, who are way more radical in a way. Personally, I think Jala is a lot less radical than I am, which is fine, too. With the skate park, we get to challenge some of those narratives as well. Hopefully it feels more like being in conversation rather than preaching to anyone. It’s that feeling of being challenged and having accountability, and that being OK, and learning and growing and healing. All of which I think are wonderful things for us to model right now in the world.
Ekanayake: Yeah, and also, it’s not just about Black and brown trauma, right? There’s the joys of the experience and the fantasies of it too. That’s pretty radical too, I think, for most game stories that come out these days. That was definitely intentional.
I’m really into saying goodnight to Jala’s dad every night. It’s so sweet. I have been looking forward to Jala going home, and I wonder what they’re going to watch.
Jayanth: I’m going to reveal a little secret. Some of the things you watch are actually Eka’s kids’ basketball games that he taped. It adds an extra layer of cuteness.
Ekanayake: I think we have the history of Washington wines as read by one of the folks that helped us on VO. And then we have the history of trains.
Jayanth: I think there’s a Cold War documentary, because all dads are obsessed with the Cold War.
Image: Outerloop Games/Annapurna Interactive
I got that one last night, and I was like, Yep, yep.
Jayanth: Getting to put this gentle brown dad in the game was just so lovely for us. And I think it was actually quite late in the process that we really found that cycle of, like, cooking in the morning, going to the skate park, to wandering downtown and then coming back home. That kind of cycle that started feeling really good for us, where players have some idea of what to expect — and another way I think that we are respectful of players is the game is about six to nine hours in total, which I love as a length. And also, the chapters are 40-minute-to-an-hour chunks, which is, I think, a respectful amount of time in someone’s day. There’s a really deliberate effort to put a whole narrative arc in that so that it feels satisfying without demanding too much of your time.
Ekanayake: Yeah, we just want a little bit of your time. Not all of it.
The game is also very funny, but has an earnest emotional core with Jala’s family and culture. How do you pull that off?
Ekanayake: Being honest with ourselves, and taking that stuff seriously — just trying to find the truth in it and play with it, but also, we’re sincere about it.
Jayanth: All of us care. In some ways, Nicole, it’s a little bit terrifying. It does feel really exposing. We’re so much less interested in ironic distance and with appearing cool. We all just really wanted to make something really human. There’s elements of writing and story there. But I also think it’s completely the animation, the light, everything, to the way that camera angles are framed. And of course the voice acting as well, which just adds just a huge layer of humanity back in there. But I hope it feels a little bit like real life. And hopefully there’s enough humor in there that we can pull off a few of the the sincere moments. I won’t deny that I would be extremely delighted if we made people cry. [laughs]
Ekanayake: We found that through the beginning of the project. The first thing we built was the Sergio battle. And tonally, it was a lot meaner. Jala was a lot meaner to Sergio.
Jayanth: Sergio was actually fully toxically masculine in what I consider to be an unacceptable way. But people liked him. [laughs]
Ekanayake: People really liked him and felt bad for him. So Meghna reworked the dialogue, and that’s where we really found the tone for the game.
Jayanth: That’s something that was really great that we got a chance to respond to. In doing that playtesting early, we found that, Oh, actually, people want much more to make friends with this person. Each of these suitors, we’re actually spending a significant amount of time in the game with them. People want to love them. And so instead of kind of trying to push against that, we just incorporated that into our storytelling.
Initially, we had a design where you could choose to make up with the characters, or you could choose to basically be enemies as well, or it could be based on narrative choices. But I think as we went on, the game just turned into one about reconciliation and healing. And so none of the characters you meet are on unremittingly evil in any way. They’re certainly flawed, and I like some of them more than others, but they’re all just human beings attempting to make sense of life, basically.
Ekanayake: Meghna and I are both are older game developers, and I think the later we get into our career and projects, especially on this one, we let the game tell us what it wants to be through the course of development. There’s this risky and scary but really exciting part of it where it’s just like, We think we know what we’re gonna build, but leave enough room for some magic to happen and for the game to figure itself out. That really happened on this project. It doesn’t always happen, but I think being open to it really worked out for us on this project.
Image: Outerloop Games/Annapurna Interactive
I want to talk a little about music too. It feels like 1990s hip-hop with South Asian influence. What was your approach to creating music that matched the vibe of Thirsty Suitors?
Ekanayake: For the exes battles, we were kind of thinking about ’90s music videos, when music videos were a big deal. We’re looking at the theatrical, over-the-top aspect of the spaces and those videos and trying to find a piece of music to match each of the characters and themes. So like everything else, just lots of time and iteration.
Jayanth: I love the vocals in it, which are just so beautiful. It was wonderful for us to have some Tamil in the vocals. I would say that’s really unusual in games, but this year we’ve come out alongside Venba.
You can really see there’s a lot of ’90s hip-hop meets anime meets South Asia. It’s a “more is more” aesthetic.
Ekanayake: Because of the fantastical spaces and the surreal nature of some of the battles, we were able to really push the music to fit those colors and themes, too.
Jayanth: I’ve been secretly sneaking our playlist onto my party playlist and everybody’s like, Oh, that’s really good. Hopefully you see some of that joy. And that’s what it’s been like working on this. Every single person has just put so much love into it. Every single day, when [Thirsty Suitors composer Ramsey Kharroubi] drops a track or [animator Aung Zaw Oo] does a new piece of animation, or a new piece of writing goes in, it just reignites the inspiration for each one of us.
Ekanayake: It’s a 15-person team, so everyone has something significant that they can contribute at this scale. Everyone can point to something in the game and go, “I did that.” That’s what I like about this scale we’re at, too.
Microsoft is partnering with Inward AI to create AI game development tools. The use of artificial intelligence in the entertainment industry is controversial. However, Microsoft presents it as simply a new tool for game developers.
Microsoft Partners with Inward AI
According to Microsoft, the company partnered with Inward AI to create an AI toolset for dialogue, story, and quest design.
“We want to help make it easier for developers to realize their visions, try new things, push the boundaries of gaming today, and experiment to improve gameplay, player connection, and more,” says Haiyan Zhang, Xbox’s General Manager of Gaming AI.
The toolset comprises a “Design Copilot” and an AI Character Runtime Engine. The first will help game developers to “explore more creative ideas” by generating scripts, quests, dialogue trees, and more. Meanwhile, developers can integrate the Character Runtime Engine into the game client to generate new in-game content automatically.
Inward AI uses Open AI’s GPT-3 to bring NPCs to life with machine-generated dialogue, creating fleshed-out characters in minutes. The system can also tailor NPC behavior to respond to player actions and other in-game events based on a pre-defined personality.
“The emergence of large language models and generative AI has unlocked new opportunities for storytelling and character engagement within games,” says CEO Ilya Gelfenbeyn.
In their official statements, Microsoft and Inward AI emphasized the long history of algorithm-generated content. However, as the systems become more complex, they are becoming more controversial. AI-generated content was a significant point of contention during the SAG-AFTRA strike. Many worry that the growing use of AI will lead to a loss of acting, writing, articles, and other creative jobs. Others fear that overreliance on AI will lead to increased homogenization of mass media.
A collaboration between Rocket League, the video game where you play soccer but as a car, and Disney and Pixar’s Cars franchise is such an obvious match that it’s strange it took till now to happen. But better late than never, and now Lightning McQueen himself is racing into Rocket League. Kachow!
The Lightning McQueen cosmetic bundle hits the game on Nov. 7. The McQueen car body will be the very first in the game to come with dynamic expression. This means that the Lightning McQueen car’s eyes will move and blink and change depending on what’s going on in the game. He wouldn’t be lightning without that cocky smile, after all!
There are also three new decals to mix up Lightning’s look: the classic racetrack red, the spruced up shiny deep crimson, and a Dinoco Blue fit. There are also new wheels to choose from, including the iconic whitewall wheels promoted by Radiator Springs residents Luigi and Guido.
The bundle also includes a Ka-chow Goal Explosion, a Lightning McQueen Player Banner. and a “Life Is A Highway” Player Anthem by Rascal Flatts. It’ll be available for 2500 credits.
Blizzard revealed the latest hero to join the ever-growing roster of its shooter Overwatch 2 at Blizzcon 2023. During an interview at the convention, Polygon got more details about Mauga, what players can expect from him, and the process of creating a new tank.
“Mauga is a damaged-based tank, and how he sustains himself and his team is through damage,” said lead hero designer Alec Dawson. He was designed based on his weapons, with his abilities centered around doing as much damage as possible. The designers hope this focus on damage will make him more appealing to new players.
The team wanted to ensure his abilities felt good when using both chain guns, but they also wanted to make sure players couldn’t “wipe people out immediately.” To combat that, Mauga has a big spread on both of his guns. At the same time, this makes him a threat in close quarters. “You don’t want to play with Mauga up close unless you know you’re going to take him out,” said Dawson.
Mauga’s Overrun charging ability makes him virtually unstoppable, even against sleep darts. “He uses it to get where he wants to go,” said Dawson. For a nice cherry on top, whenever Mauga directly hits an opponent while using Overrun, he’ll slam them to the ground, stunning them while other nearby opponents will be sent flying.
Image: Blizzard Entertainment
Mauga’s ultimate, Cage Fight, creates a zone that traps opponents and blocks healing from the outside of it. What makes his ultimate even more dangerous is that Cage Fight stays active even if Mauga dies. Support hero Lifeweaver can pull Mauga out of the ultimate, but the enemy players will still be trapped inside until the ability runs out.
Even though he’s a tank, Mauga can do more damage than some DPS heroes, said Dawson. To counter that, opposing teams can attack Mauga while he’s reloading or has burned through his abilities. “He’s such a big body that he really needs support. He needs a high healing output to keep him up at times.”
When it came to creating Mauga, the dev team worked closely with a culture consultant team to ensure the studio displayed him in a way that would be respectful to the Samoan community. “We worked with a traditional tattoo artist from the Samoan culture to guide us. We tried to get as authentic as possible and as close to real as our engines could handle. And it turned out great,” said hero design producer Kenny Hudson.
Image: Blizzard Entertainment
When Mauga was first being tested, the team originally had one iteration where his right gun only dealt critical damage to enemies in the air to help tanks fight flying-based heroes. As time went on, the team scrapped that, and now the right gun deals critical damage whenever an enemy is set on fire first with his left gun. But the idea to have him use two big guns was something the dev team always intended to do. “We always kinda knew that he was going to be a tank with two big main guns, and we wanted to make them just as important and just as useful to players as the other one. We didn’t want one to outshine the other,” said Hudson.
One of the challenges the dev team faced was making the visual cues noticeable to players when Mauga uses his Cardiac Overdrive ability, which allows Mauga and his team members to heal whenever they damage an opponent. So the dev team revisited an old idea where Roadhog’s ability would heal everyone around him. This helped them find the “sweet spot” of not overwhelming the player with too much going on screen. “We don’t like throwing things away. Even if it doesn’t work out for a certain hero, it can come back later on for another one,” said senior test analyst Foster Elmendorf. To help further prove their point, Elmendorf explained how Mauga’s ultimate was originally D.va’s, which involved her making “a dome of lasers.”
The team has been working on Mauga for some time. Originally, he was supposed to be released in season 2 instead of Ramattra, “but the team really wanted to take some more time to get the kit just right,” said Dawson. Pushing Mauga back allowed the dev team to polish him up and ensure his abilities played smoothly with one another.
A new hero is coming to Overwatch 2 next month. Mauga, the game’s next tank-class hero, will join the Overwatch roster with season 8 and will be the game’s 39th playable character, according to a post on the Nintendo Switch eShop news channel.
Blizzard plans to officially reveal the next Overwatch 2 hero at BlizzCon 2023, which starts Friday, but a first look at Mauga and his abilities have leaked ahead of that.
Overwatch 2 players can get their hands on Mauga earlier than December, however — this weekend, in fact, thanks to a free trial weekend for Blizzard’s game. Mauga will be playable from Friday, Nov. 3 through Sunday, Nov. 5 as part of a sneak peek at season 8 of Overwatch 2.
Image: Blizzard Entertainment
Blizzard describes Mauga as a “powerful brawling Tank Hero who will tear through the competition with his incendiary and volatile chainguns.” Maugau’s kit is designed “to bash through the front lines and brawl his opponents in close-quarter combat, by wielding two powerful chainguns that can either be fire individually or in unison,” Blizzard says.
One of Mauga’s chainguns is nicknamed “Gunny” and can burn his opponents with incendiary charges when they take enough damage. The other gun is known as “Cha-Cha,” which can deal critical hits. Mauga’s Berserker passive ability, Blizzard says, will grant him temporary health whenever he deals critical damage.
Mauga’s front line-breaking power is called Overrun, “a charging ability that cannot be stopped by any crowd control abilities,” Blizzard says, meaning counters like Ana’s Sleep Dart or Sigma’s Accretion. Overrun “stomps into opponents, dealing a powerful knockback.” Another ability, Cardiac Overdrive, creates an aura that reduces incoming damage, “allowing allies to heal themselves while dealing damage.”
Mauga’s ultimate ability, Cage Fight, “traps nearby opponents in a cylindrical fighting ring” with a barrier that “blocks enemy incoming damage or healing from the outside.”
Blizzard says Mauga will be officially released on Dec. 5, when season 8 of Overwatch 2 goes live.
Overwatch 2’s 39th playable hero shouldn’t be a surprise to players who have been paying close attention to the game for the past few years. Mauga made a guest appearance in the 2019 Overwatch comic What You Left Behind, which revealed the tank-class character as a former Talon ally of Baptiste. Mauga hails from Samoa, a location that Blizzard recently mined for a new Control map for Overwatch 2. That map offered hints that Mauga would soon appear in the game, in the form of one of his colorful shirts hanging in a room.
Every Cult Stash you open in Alan Wake 2 will grant you helpful rewards. Like Lunch Boxes and Nursery Rhymes, finding Cult Stashes is an optional pursuit while you’re in control of Saga around Bright Falls and the surrounding areas as she investigates the Cult of the Tree.
In this Alan Wake 2 guide, we’ll show you where you can find Cult Stash locations, how to solve every Cult Stash you find, and what rewards you’ll get from every Cult Stash you open.
Note: This guide is in progress. We’ll add more Cult Stashes as we find them.
Cult Stash locations in Cauldron Lake
There are a total of five Cult Stash locations in the Cauldron Lake area, but you’ll only be able to get four of them during your first adventure in the area. These Cult Stashes come with a variety of supplies, but one of them in the Cauldron Lake area comes with an inventory expansion, which is definitely something you’ll want to have sooner rather than later.
If you miss any of these stashes on your first trip, you will be able to grab them later on in the game.
Cauldron Lake Cult Stash #1 (“Confused? Follow the Steps”)
Image: Remedy Entertainment/Epic Games Publishing via Polygon
The first cult stash is just south of the Murder Site and general store (where you get the shotgun) on the map. In front of the long, rectangular trailer, you’ll find a heavy box with a lock on it.
Image: Remedy Entertainment/Epic Games Publishing via Polygon
On top of the box, you’ll find a taped piece of paper, which reads: “Confused? Follow the steps! Wash hands, take chicken out of fridge, take a nap.”
The note is directing you toward the trailer. If you go inside the trailer and look at the bathroom sink, the fridge, and then the bed in the bedroom, you’ll see three symbols in order:
Two triangles with their points touching at an angle
Two triangles with their points touching that are vertical
Horizontal elevator “open door” buttons
(These symbols don’t have names, so if our descriptions are tough to follow, run through the house in the order we listed above to check for yourself.)
Head to the lock on the chest and input the three symbols we’ve listed above. Once in the right order, the chest will pop open and you’ll be rewarded with some handgun ammo and a trauma pad.
Cauldron Lake Cult Stash #2
Image: Remedy Entertainment/Epic Games Publishing via Polygon
You won’t be able to access this Cult Stash until after you’ve defeated Nightingale — the game’s first boss — and woken up on the shore with a mysterious companion.
Once you’re headed back toward the Witch’s Sign and the Overlap, hang to your right and you’ll find a ton of gnarly tree limbs scattered along a shore area. It doesn’t really look like you can adventure any further, but if you walk up to the biggest tree blocking your way, Saga will climb under it.
Image: Remedy Entertainment/Epic Games Publishing via Polygon
Once on the other side of the big tree, make your way through the narrow path until you reach another Cult Stash. This lock is the simplest to open by far. Activate it and some lights will flash in an order. Hit the buttons in the same order that the lock just showed you — like Simon Says — and it’ll pop open.
This is a pretty great stash to find, as it includes some shotgun ammo, a propane tank, a hand flare, and most importantly, an inventory expansion.
Cauldron Lake Cult Stash #3 (“Rock Rock Tree”)
Image: Remedy Entertainment/Epic Games Publishing via Polygon
Once you’ve removed the flooding from Cauldron Lake and you’re able to get down by the river, you’ll find another Cult Stash just south of the Private Cabin, in a little ravine that leads out to the lake itself.
The Cult Stash is on a shelf next to the cabin, and simply says “Rock, Rock, Tree. Are you bright enough?”
Image: Remedy Entertainment/Epic Games Publishing via Polygon
This one is a little tricky, as you’ll need to do some minor math and hunt around for the code. If you’re just looking for the code, here you go: 658.
The gist is that there are two numbers written on a rock down by the river (to the south) that say 7 and -2. Then there’s a tree to the left of the box with a 6 and a +2 on it. And then there’s another rock to the right of the box with 3 and +3. If you do the math on this, that means you’re dealing with 5, 6, and 8.
The cache doesn’t specify which rock is first, so we just had to try both to figure out the order.
You’ll get a propane tank and a first aid kit for your trouble.
Cauldron Lake Cult Stash #4
Image: Remedy Entertainment/Epic Games Publishing via Polygon
Just west of the Witch Sign, next to the tent icon in the Crow’s Foot Hills on the map, you’ll find another stash. Depending on how you approach it, you’ll likely see the golden arrows before you see the box itself.
Image: Remedy Entertainment/Epic Games Publishing via Polygon
The box just has a picture of a lightbulb on it. If you look at the trees from the west (looking east, toward where your car and the parking lot is) with your flashlight, you’ll see a bunch of arrows leading you to the right (or south, on the map). Follow these arrows and you’ll eventually find some keys on a mound of dirt.
Pick up the Streamside Stash Key and bring it back to the stash to unlock it and earn a hand flare, some shotgun ammo, and a trauma pad.
Cult Stash locations in Watery
There are a total of eight Cult Stash locations in Watery, which you’ll be able to head to as Saga once you complete the first Alan gameplay section. These Cult Stashes come with a variety of supplies — as usual — but one of them in Watery is how you’ll unlock the Crossbow, which is a powerful long-range weapon for Saga.
If you miss any of these stashes on your first trip to Watery, you will be able to grab them later on in the game.
Watery Cult Stash #1
Image: Remedy Entertainment/Epic Games Publishing via Polygon
North of downtown Watery, just after you meet the Taken Throwers for the first time, you’ll find yourself on a winding trail up into the woods. Keep going until you’re able to turn right and head back the way you came along a small ridge — if you make it to the rest shack with the generator, you’ve gone too far, and if you find a nursery rhyme, you didn’t go far enough.
Image: Remedy Entertainment/Epic Games Publishing via Polygon
After passing by some foliage you’ll find yourself on a ridge overlooking the area you just walked through. On the lip of the ridge is a Cult Stash. This has the same Simon Says-style lock as the second Cauldron Lake Cult Stash. Copy the inputs and it’ll pop open, netting you a propane tank and some shotgun ammo.
Watery Cult Stash #2
Image: Remedy Entertainment/Epic Games Publishing via Polygon
North of downtown Watery you’ll find a safe room shack with a generator outside. Once you turn it on and save your game, walk outside the safe room and you’ll see another Cult Stash sitting under and awning by the shooting range. If you read the note you’ll see that this Cult Stash is where you can get a Crossbow — if only you could figure out the code…
Image: Remedy Entertainment/Epic Games Publishing via Polygon
The code here is 527, and the way you figure it out is actually pretty cute.
If you look at the crossbow training area to the right of the stash, you’ll see a bunch of targets with numbers on them. The five has one bolt sticking out of it (indicating it’s the first number), the two has two bolts, and the seven has three bolts.
Input the code and steal the Crossbow for yourself. You can grab all of the bolts out of the aforementioned numbers to get some extra ammo.
Watery Cult Stash #3 (“Only striped cups”)
Image: Remedy Entertainment/Epic Games Publishing via Polygon
Once you make it inside Coffee World, you’ll find another Cult Stash at the foot of the Slow Roaster, the creaky death-trap of a Ferris Wheel.
Image: Remedy Entertainment/Epic Games Publishing via Polygon
The code here is 147, and the clue says “only striped cups.”
If you look up at the Slow Roaster you’ll see that all the Ferris Wheel carriages are numbered and some are striped. You just need to pick the three striped ones and put in their corresponding numbers. You’ll get some shotgun and handgun ammo for your trouble.
Watery Cult Stash #4 (“What hides behind the smile?”)
Image: Remedy Entertainment/Epic Games Publishing via Polygon
In Coffee World, in the section of the map sandwiched between the “Coffee World” area (the one south of the Slow Roaster, not the big red sign on the map) and Kalevala Knights Workshop, you’ll find the Huotari Well. And behind the Huotari Well, against the back wall of the area, is another Cult Stash.
Image: Remedy Entertainment/Epic Games Publishing via Polygon
The clue shows a picture of Drippy — the giant coffee pot mascot for Coffee World — and says “what hides behind the smile.” This sounds cryptic, but it’s actually quite literal. Head back toward the Coffee World area and the main entrance to the park (remember, you entered from the back) and you’ll see the giant, painted Drippy made out of concrete, sitting on a wall. Walk up behind the mascot and weasel your way though a little gate to what looks almost like a tiny garden. You’ll find a key sitting on the ground.
Grab the Coffee World Stash Key and take it back to the Cult Stash to get some handgun, shotgun, and crossbow ammo.
Watery Cult Stash #5
Image: Remedy Entertainment/Epic Games Publishing via Polygon
West of the Watery Lighthouse and its nearby safe room, you’ll find a ledge you can grab up on. Climb up to find a Cult Stash sitting against a rock. Here, you’ll need to shine your flashlight around looking for cult symbols in a particular order. But there are way more symbols here than codes to place into the lock, so you’ll need to narrow it down.
Image: Remedy Entertainment/Epic Games Publishing via Polygon
The code to the box is:
Two triangles facing down on top of each other
Two triangles facing up on top of each other
Two triangles next to each other facing down
You can find this pattern for yourself by looking around for the roman numerals above each symbol. These symbols are marked with an I, II, and III respectively.
You’ll get a propane tank, an arrow, and some pistol ammo for your trouble.
Watery Cult Stash #6
Image: Remedy Entertainment/Epic Games Publishing via Polygon
Once you’ve conquered the Overlap in Watery and made the flooding subside, head back to Saga’s trailer (marked “‘My’ Trailer” on the map) and go to the trailer one just south of it. Head toward the front door, which faces the dock, and you’ll see the Cult Stash hanging out under an awning near the front door.
Image: Remedy Entertainment/Epic Games Publishing via Polygon
There is no hint on this stash at all, and while you could go into the house and read some emails to figure out where to find the key, we’ll just tell you where it is.
Facing the stash, walk right and you’ll see a ramp that leads up to a pole. Walk up the ramp and look to your left. Grab the Trailer Park Stash Key off of the electrical box and use it to open the stash.
You’ll get an arrow, a propane tank, and a trauma pad for your trouble.
Watery Cult Stash #7 (“Battery 1600 Amps math problem”)
Image: Remedy Entertainment/Epic Games Publishing via Polygon
Once the flooding has gone down in Watery, head back into downtown and go down the dock facing to the east, on the farthest edge of town. You’ll find the Cult Stash box sitting next to some other boxes and it’ll have a bit of a math problem for you to solve. Let’s take a look:
There are 3 batteries (B1, B2, B3) which have a combined charge of 1600 Amps. B2 has 128 Amps more than B3. B1 has two times as much charge as B3. How many Amps does B2 have?
Image: Remedy Entertainment/Epic Games Publishing via Polygon
The correct answer and code is 496.
Show our work? Sure! Subtract 128 from 1600, which gives you 1472. Divide that number by four (three different batteries, but we know one of them is double the other, so it counts for two), to get the value of our lowest battery, B3: 368. Multiple B3 by two and you’ll get B1: 736. And add that 128 back to B3 and you get the code and answer to B2: 496. Check your work by adding 368, 736, and 496 back together and you get 1600 Amps exactly. Math!
You’ll get an arrow, a trauma pad, and shotgun shells for flexing your math skills.
If you fired up your Xbox today, you might’ve seen something you didn’t expect: A darn full-screen advertisement for the latest Call of Duty game, Modern Warfare III. Though Microsoft has done this before with exclusives like Starfield, it’s already rubbing some gamers the wrong way.
Why The Hot New Redfall Gameplay Trailer Left Us Feeling Cold
Though 2023’s Modern Warfare III isn’t technically coming out in full form until November 10, those who want to get in on the campaign can do so right now by pre-ordering any edition of the game. So while that early access period might be enticing for those eager to follow the story of Task Force 141, it’s far from a universal desire, making the full-screen Call of Duty ad on Xbox’s start screen feel intrusive. The Modern Warfare III marketing blitz comes just weeks after Microsoft wrapped its acquisition of CoD’s publisher, Activision Blizzard.
Screenshot: Activision / Kotaku
“Fight against the ultimate threat. Play the Campaign now,” the ad starts. Players are then given three options: “Buy Now,” “Get the Vault Edition Upgrade,” and “Exit.” While it’s not uncommon to see ads on consoles, a full-screen one that greets you the second you fire up your box is unusually aggressive.
“Don’t hit me with ads that take my whole screen when I paid $500 [for] your machine,” reads one post on X (formerly Twitter).
“This really is my push factor in building a proper PC,” reads one Reddit comment in reference to the ad. Though, as many were quick to respond, Windows (also owned by Microsoft) is far, far, far from an ad-free experience. Even after configuring much of the OS’s tendency to harass you with ads for Game Pass or Microsoft 365, it’s not uncommon to see other ads or unwanted pop-ups appear. The year of the Linux desktop can’t come soon enough.
It’s frustrating when a machine you spend hundreds of dollars on doesn’t feel like it’s totally under your control. But who knows, maybe a decade from now, people will get nostalgic over the CoD ad from 2023 that greeted them upon starting up their Xbox.
Modern Warfare 3 doesn’t officially launch until Nov. 10, but you can get early access to the campaign up to week beforehand. Hot off the heels of an open beta, it’s your second chance to play part of Modern Warfare 3 earlier than usual — if you’ve paid up, naturally.
Here’s when Modern Warfare 3 early access starts for the campaign, and what time campaign early access starts in your time zone.
How to get MW3 campaign early access
Early access to the Modern Warfare 3 campaign is available to anyone who digitally preorders the game — whether or not it’s the standard edition or the premium “Vault” edition.
What time does early access to MW3 campaign start on PC, Xbox, and PlayStation?
On Windows PC, where Modern Warfare 3 is available via Steam and Battle.net, campaign early access begins at 10 a.m. PT on Thursday, Nov. 2, according to an Activision blog post.
(Update, Nov. 1): Activision clarified in a blog post that Modern Warfare 3 campaign early access will go live on PlayStation 4, PlayStation 5, Xbox One, and Xbox Series X/S at the same time as Windows PC.
Here’s what that is in your time zone:
10 a.m. PDT on Nov. 2 for the West Coast of North America
1 p.m. EDT on Nov. 2 for the East Coast of North America
5 p.m. GMT on Nov. 2 for the U.K.
6 a.m. CEST on Nov. 2 for west mainland Europe
2 a.m. JST on Nov. 3 for Japan
If you’ve pre-ordered, you’ll be able to preload the Modern Warfare 3 campaign starting at 10 a.m. PT on Nov. 1.
A direct sequel to 2022’s Call of Duty: Modern Warfare 2, the campaign for Modern Warfare 3 continues the narrative of Captain John Price’s Task Force 141. Early access gets you the whole campaign, too. Like Starfield, Diablo 4, Mortal Kombat, and more big-budget games, Call of Duty is the latest tentpole to offer divergent release dates. In this case, Nov. 2 is for all intents and purposes the Modern Warfare 3 release date.
Alongside early access to the campaign, Modern Warfare 3 preorders include the Zombie Ghost Operator skin for the game’s multiplayer component, which officially goes live on Nov. 10. If you preorder the pricier Vault Edition, you also get:
The Soul Harvester Tracer weapon blueprint
The Nemesis Operator pack
Two weapon vaults
The battle pass for season 1, called Blackcell, plus 30 tier skips
On the frontline of the console wars, it’s difficult to find perspective. Whether you’ve already chosen a side and are deep in the trenches, or you’re just trying to figure out if an Xbox Series X (see on Amazon) or PS5 (see on Amazon) makes a better Christmas gift this year, you’d be hard pressed to find a measured, bipartisan take on the internet. Instead, the seemingly endless battle between Microsoft and Sony is littered with fanboys using Starfield ass mods to “dunk” on each other and CEOs arguing over console exclusives and their perceived value.
Thank You, PS Plus, For Making My Backlog Even Bigger
I’m not a console warrior, nor am I a specs girl. I don’t care about framerates or ray tracing all that much; I’m not fussed about the power of processors. I grew up playing PlayStation until my high school boyfriend introduced me to Halo 2, then I bought an Xbox 360 so I could play Halo 3. I currently own a Series S and a PS5, both of which are jammed into a too-small entertainment console in my living room. But there is a distinct delineation between what kind of game I play on each device, and it’s worth discussing: I use my Series S for my competitive shooters, and my PS5 for almost everything else.
Image: 343 Industries
The Xbox comp game
I spend a lot of time playing Overwatch 2 on my Series S, but I also use its rather small storage for Warzone, Apex Legends, and Halo Infinite. These are my core four shooters that I regularly rotate between—I never play those first three on my PS5, even with the console’s extra storage space making it a lot easier to keep (and update) huge games like Call of Duty. There are a few reasons why.
As I mentioned, I got an Xbox so I could play Halo 3, which means I cut my teeth in the FPS world using the heftier Xbox controllers. As such, my hands became molded to them, my fingers grew comfortable with their curves. Even with slight variations in their design since the 360 days (like the controversial d-pad change that removed the disc in the Xbox One controller, or the extra button added with the Series X/S model), Microsoft’s controller has felt ergonomically superior for years.
The setup of the triggers and the joysticks, the way it rumbles, even the sheer heft of its plastic has always made Xbox controllers a more comfortable fit when compared to PlayStation’s DualShock and DualSense, whose symmetrical joysticks give me hand cramps. The size of the PlayStation controllers’ triggers also baffle me, and have historically made my attempts to play anything like Fortnite or Call of Duty rather miserable.
My custom Xbox controller I use every night. Photo: Microsoft / Alyssa Mercante / Kotaku
Then there’s the social aspect—I find it a lot easier to invite people to parties and chirp enemy players on Xbox’s interface. As Twitch streamer Jynxzi often shows during his play sessions, it’s easy in games like Rainbow Six Siege and Overwatch 2 to find a player in your match, navigate to their profile, and send them a friend request or, in Jynxzi’s case, an unhinged voice memo. I use this feature often to reach out to players in Overwatch comp who aren’t talking and (mostly) politely request that they swap a character or heal more when playing as Moira. I don’t find those features as simple on PlayStation.
Of course, my Xbox preference would not exist were it not for Halo 3, the sole reason why I’m a shooter player in the first place. And Halo’s exclusivity to Xbox consoles is a large reason why those same consoles remain my preference for my daily competitive game session. When I have a few bad rounds in Overwatch, I can seamlessly swap to playing some lighthearted matches in Halo Infinite. Everything is right there, at my fingertips.
But aside from Starfield, an Xbox-exclusive RPG that sucked up a good chunk of my time before proving a bore, if there’s a narrative-focused game, I’m playing it on my PS5.
Image: Insomniac Games
The PlayStation prestige
There’s two major reasons why the PS5 is my go-to console for big-budget campaigns: Sony (often exclusively) releases some of the best single player games, and the DualSense’s features make my gaming experience so much better.
The controller’s groundbreaking haptic feedback system does a lot of impressive stuff. It offers different firing modes based on how far down you pull the trigger in Ratchet & Clank: Rift Apart and adds an extra layer to Prowler Stash puzzles in Marvel’s Spider-Man 2 by requiring you to apply different pressure on each side. And it feels great when it’s not offering more depth and just, literally, vibing—like when I swing through New York City as Miles Morales or ward off scaries in Alan Wake II. Swiping on the touch pad at its center adds even more layers to a gaming experience, and there’s nothing that delights me more than when a phone call emanates from the built-in speaker. And because Sony knows how powerful its DualSense is, all of the studios working on first-party games make the most of it.
Those first-party titles are, by and large, some of the most polished modern gaming experiences you can get. Whether it’s God of War: Ragnarök or Horizon Forbidden West, Sony’s games are akin to Hollywood blockbusters or fine-tuned supercars—they’re written like ancient epics, acted by icons, and so often without the jankiness that can scar new releases. Whether or not that makes them demonstrably better than other games is not the conversation here, but it is undeniable that they feel like they’re worth $70, especially when you have all the power of the DualSense in your palms.
Of course, the PS5’s storage size is a key element—though I may not care about frames per second, I do love that I can have Skyrim, Star Wars Jedi: Survivor, Elden Ring, Spider-Man 2, and Alan Wake II stored on there and regularly updated without having to uninstall anything.
Without realizing it, I’ve trained myself to boot up my PS5 when I’m in the mood for a lengthy, relaxed night of gaming that involves scouring worlds for hard-to-find objects or taking on daunting bosses, or power up my Xbox Series S when I want to shoot shit and yell into my headset. The consoles have become intrinsically linked with those different play styles, to such an extreme that, when I tried to play last year’s Call of Duty Modern Warfare II on PS5, I almost immediately shut it off and swapped back to Warzone on my Series S instead.
If you have both consoles, when do you play each and why?
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There hasn’t been a new “RoboCop” game since the release of the video game tie-in for the movie remake starring Joel Kinnaman, Abbie Cornish, Michael K. Williams, Gary Oldman, Michael Keaton and others in 2014. However, developer Teyon and publisher Nacon have been working on a new title that drops on Thursday, Nov. 2.
Now available for pre-order for $59.99 at Amazon, Best Buy, Walmart and Target, “RoboCop: Rogue City” for PS5 and Xbox Series X is a first-person shooter that has storylines connected to the original trilogy from the late ’80s and early ’90s. In fact, it features actor Peter Weller reprising his role as officer Alex Murphy a.k.a. RoboCop.
Amazon
Set in Old Detroit between “RoboCop 2” and “RoboCop 3,” the game follows RoboCop and his partner Anne Lewis clearing the city of criminals, as they take on the Torch Heads, a violent gang involved in the Nuke drug trade. The pair also must investigate a mysterious crime boss called “The New Guy” and the origins of Project Afterlife. Meanwhile, RoboCop has to give out parking tickets and moving violations whenever they occur.
If you pre-order the game, you’ll get the Vanguard Pack to go along with “RoboCop: Rogue City.” It includes various upgrades that are already unlocked, such as Robo’s Blue Armour Cosmetic, Pitch Black Auto-9 Weapon and more.
The game was first announced in July 2021 with a release set for June 2023. But, it was delayed and pushed back to November. In addition, Teyon and Nacon planned for “RoboCop: Rogue City” to be playable on the Nintendo Switch set for sometime in 2024. Nevertheless, the Nintendo release was cancelled altogether in Oct. 2023.
In the meantime, “RoboCop: Rogue City” for PS5 and Xbox Series X comes out on Nov. 2 for $59.99. It’s available for pre-order now. You can also watch a trailer for the game below.